Working in One Bit
dukope.itch.io
dukope.itch.io
The Manhole is playable online at the Internet Archive:
https://images.gog-statics.com/69aba8baf69e17d7b5a528997efed...
But that's an even older style. For black-and-white Mac graphics, I do feel like the final blender output is closer to the old style than the final hand-drawn output, but mostly over one particular issue: every object in the blender image has an outline. A lot of the objects in the hand-drawn image don't; instead, they just bleed right into the empty space around them.
My gut tells me that the shadows of the plates and the pie in the dithered blender output are "too realistic" and should have been drawn differently.
https://arstechnica.com/gaming/2021/07/playdate-preview-you-...
Toward the end of my game-writing days I played with creating 3D objects and rendering them — pulling the 2D renders in as sprites. Of course we were well past 1-bit monochrome Macs by that time.
In hindsight I prefer the B&W art in many ways. Every pixel curated.
I miss those paint tools — where you could zoom in at integer scales, click on and off individual pixels. Some modern paint programs still have some of that capability but it seems to often be buried (like you have to figure out how to select a "brush" that is 1 pixel and has no alpha-softening-flow-thing turned on).
This is most likely absolutely useless knowledge & at the same time really interesting exploration of how some technical limitations affect the work process. It's a very original-meaning hacker spirit article, the kind I'd expect to find on slashdot circa 1997.
Like I've yet to play an actually fun pico8 game, apart from the minigame in Celeste, for example, although that's literally celeste...in 8-bit.
I play it about once a year, having forgotten a few of the details of the story/gameplay each time, and really wish I could neuralyze myself to play it again for the first time.
FF 91.0.1 if that matters...
.inner_column ::selection {
color: #282c2e;
background: #c8e0e8;
}
General advice for web developers: don’t override selection colours for aesthetic reasons, it tends to harm accessibility: https://developer.mozilla.org/en-US/docs/Web/CSS/::selection...::selection is more or less one of the mistakes of the past that I wish browser makers would agree to kill off. I wish Firefox had at least an about:config switch to disable it.
But you probably meant, "how do I make art?" Art isn't really even a defined thing. Go throw some paint at a wall and read the Art Of Asking Silly Questions by Sunkist ;-)
- the rims of the stacked drinking cups
- the rims of the stacked plates
- the filling of the pie
- the shadows under the plates, the pie and the mini-billboard
Some objects in the Blender version are also a bit off regardless of the output resolution, for example the huge pipe and the wide forks.I think more iterations of improvement on the Blender version would have allowed results close to the hand drawn version or even better.
For producing many 1-bit illustrations of this kind for a whole game, mixed techniques are probably the best path: retouching imperfect NPR renderings, assembling drawn and rendered elements in an image editor, using pixel art as a reference for Blender and hand-drawn sketches as a reference for both drawing and 3D models, applying filters to photographs, and so on.